/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Schedule an async load of a specific slot.UAsyncActionHandleSaveGame::AsyncLoadGameFromSlotis the blueprint version of this. This will do the platform-specific read on a worker thread, the serialize and creation on the game thread, and then will call the passed in delegate The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value
static void AsyncLoadGameFromSlot ( const [FString](API\Runtime\Core\Containers\FString) & SlotName, const int32 UserIndex, FAsyncLoadGameFromSlotDelegate LoadedDelegate )